I think if we had some other way of controlling your avatar/viewpoint, such as some kind of direct mind interface I think you could put people into nearly any kind of body at all and they would adapt.
In Virtual Reality, How Much Body Do You Need?
31–40 of 49 posts
Re: In Virtual Reality, How Much Body Do You Need?
#32From a couple decades of gaming experience, you don't need much more than eyeballs, fingers and a little bit of forearm. I am convinced people who talk about immersion in VR have never been addicted to any game. It doesn't take that much to lose yourself inside of one. After the first few minutes both VR and non-VR games are the same once you're fluent with the controls.
Re: In Virtual Reality, How Much Body Do You Need?
#33Earlier quoted context omitted.
> After the first few minutes both VR and non-VR games are the same once you're fluent with the controls. This couldn't be farther from the truth. Take a game as simple as Zombie Training Simulator. Holding your hands up and firing virtual guns is a completely different experience than pointing a mouse and clicking. Physically bending over to pick up a grenade, then throwing it, is far more immersive than pressing th…
> When I got my Vive and was playing around in The Lab, and one of the experiences puts you on the side of a mountain, I stepped off a cliff edge and I could feel my heart rate increase slightly as my brain was expecting me to fall to my death. The immersion is real. Not disputing anything you're saying but I actually have this same experience playing games where you can fall and the player accelerates (particularly…
In the end, I ended up making a tiny tiny step and leaning forward enough that the game registered me as having jumped. The two experiences aren't even comparable. In one game where I was in a hot air balloon I even freaked out and panickedly searched for the button to exit the game.
Re: In Virtual Reality, How Much Body Do You Need?
#34The design space for HMD and body tracking UIs is much larger than skeuomorphic VR. I've liked attaching eyeballs to my hand, to explore graphs without gymnastics or manipulation. Using aphysical kind-of-planar workspaces, to permit subpixel resolution on integrated graphics. Remapping motion, to permit fast ergonomic input from resting hands.
Non-skeuomorphic UIs aren't getting much attention yet. And even awareness of that is not yet widespread. But there's a lot of fun incoming.
Re: In Virtual Reality, How Much Body Do You Need?
#35First thing I did when I played a demo of Dark Secret, it shows your character in a mirror as a way to show you what your character looks like (there's the mask mirror from the Oculus Dreamdeck as well). Of course I see the character's head tilt to my head movement but most people when looking at a mirror make an expression (smile etc...) and the fact that it didn't show my actual facial expression reflect in the mirror was off putting.
Second experience was Job Simulator. I picked up something, dropped it on the floor. Tried to kick it away with my feet but of course no sensors on feet so that failed. Also tried to hip close drawers and file cabinets but of course no hip sensor.
If I was in a VR meetup I'd want to be able to express with my hands meaning I need all 5 fingers so I can point, give the middle finger, make the OK gesture, pick up a glass and stick my small finger out, make the shaka sign, etc.
Re: In Virtual Reality, How Much Body Do You Need?
#36Earlier quoted context omitted.
> After the first few minutes both VR and non-VR games are the same once you're fluent with the controls. This couldn't be farther from the truth. Take a game as simple as Zombie Training Simulator. Holding your hands up and firing virtual guns is a completely different experience than pointing a mouse and clicking. Physically bending over to pick up a grenade, then throwing it, is far more immersive than pressing th…
In my experience every little bit of verisimilitude makes a huge difference. Little things like Oculus' hands which line up perfectly with your proprioception and have the fingers move depending on your finger position make a huge difference. Just a few of these little things and you get new people in a horror game completely forget that they even have the option of taking the headset off.
Or closing their eyes. Something they would do for a movie when there is an uncomfortable segment.
Re: In Virtual Reality, How Much Body Do You Need?
#37And a teleporter https://sean-bradley.github.io/TeleportVR/
Re: In Virtual Reality, How Much Body Do You Need?
#38From a couple decades of gaming experience, you don't need much more than eyeballs, fingers and a little bit of forearm. I am convinced people who talk about immersion in VR have never been addicted to any game. It doesn't take that much to lose yourself inside of one. After the first few minutes both VR and non-VR games are the same once you're fluent with the controls.
I don't want to pick on this person, but imagine if someone said "from a couple of decades of watching movies, I know that all a movie needs is.." Experiencing a medium is very different than developing a medium. And there are a lot of rules that hold true for your subjective experience of a medium that may not be universal rules.
Re: In Virtual Reality, How Much Body Do You Need?
#39From a couple decades of gaming experience, you don't need much more than eyeballs, fingers and a little bit of forearm. I am convinced people who talk about immersion in VR have never been addicted to any game. It doesn't take that much to lose yourself inside of one. After the first few minutes both VR and non-VR games are the same once you're fluent with the controls.
> After the first few minutes both VR and non-VR games are the same Again proving the point that VR has no actual use case.
Re: In Virtual Reality, How Much Body Do You Need?
#40VR/AR is still in its "our users are completely untrained" skeuomorphic UI phase. There's been a tunnel-vision focus on gaming, Virtual Reality , and immersion. The design space for HMD and body tracking UIs is much larger than skeuomorphic VR. I've liked attaching eyeballs to my hand, to explore graphs without gymnastics or manipulation. Using aphysical kind-of-planar workspaces, to permit subpixel resolution on int…
But i agree that, VR-design wise, we are very primitive right now.